5,967 research outputs found

    Ground Navigation in 3D Scenes using Simple Body Motions

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    ICAT-EGVE 2014 (the 24th International Conference on Artificial Reality and Telexistence and the 19th Eurographics Symposium on Virtual Environments

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Changes in navigational behaviour produced by a wide field of view and a high fidelity visual scene

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    The difficulties people frequently have navigating in virtual environments (VEs) are well known. Usually these difficulties are quantified in terms of performance (e.g., time taken or number of errors made in following a path), with these data used to compare navigation in VEs to equivalent real-world settings. However, an important cause of any performance differences is changes in people’s navigational behaviour. This paper reports a study that investigated the effect of visual scene fidelity and field of view (FOV) on participants’ behaviour in a navigational search task, to help identify the thresholds of fidelity that are required for efficient VE navigation. With a wide FOV (144 degrees), participants spent significantly larger proportion of their time travelling through the VE, whereas participants who used a normal FOV (48 degrees) spent significantly longer standing in one place planning where to travel. Also, participants who used a wide FOV and a high fidelity scene came significantly closer to conducting the search "perfectly" (visiting each place once). In an earlier real-world study, participants completed 93% of their searches perfectly and planned where to travel while they moved. Thus, navigating a high fidelity VE with a wide FOV increased the similarity between VE and real-world navigational behaviour, which has important implications for both VE design and understanding human navigation. Detailed analysis of the errors that participants made during their non-perfect searches highlighted a dramatic difference between the two FOVs. With a narrow FOV participants often travelled right past a target without it appearing on the display, whereas with the wide FOV targets that were displayed towards the sides of participants overall FOV were often not searched, indicating a problem with the demands made by such a wide FOV display on human visual attention

    A new method for interacting with multi-window applications on large, high resolution displays

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    Physically large display walls can now be constructed using off-the-shelf computer hardware. The high resolution of these displays (e.g., 50 million pixels) means that a large quantity of data can be presented to users, so the displays are well suited to visualization applications. However, current methods of interacting with display walls are somewhat time consuming. We have analyzed how users solve real visualization problems using three desktop applications (XmdvTool, Iris Explorer and Arc View), and used a new taxonomy to classify users’ actions and illustrate the deficiencies of current display wall interaction methods. Following this we designed a novel methodfor interacting with display walls, which aims to let users interact as quickly as when a visualization application is used on a desktop system. Informal feedback gathered from our working prototype shows that interaction is both fast and fluid

    The minimum energy expenditure shortest path method

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    This article discusses the addition of an energy parameter to the shortest path execution process; namely, the energy expenditure by a character during execution of the path. Given a simple environment in which a character has the ability to perform actions related to locomotion, such as walking and stair stepping, current techniques execute the shortest path based on the length of the extracted root trajectory. However, actual humans acting in constrained environments do not plan only according to shortest path criterion, they conceptually measure the path that minimizes the amount of energy expenditure. On this basis, it seems that virtual characters should also execute their paths according to the minimization of actual energy expenditure as well. In this article, a simple method that uses a formula for computing vanadium dioxide (VO2VO_2) levels, which is a proxy for the energy expenditure by humans during various activities, is presented. The presented solution could be beneficial in any situation requiring a sophisticated perspective of the path-execution process. Moreover, it can be implemented in almost every path-planning method that has the ability to measure stepping actions or other actions of a virtual character

    Using teleporting, awareness and multiple views to improve teamwork in collaborative virtual environments

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    Mobile Group Dynamics (MGDs) are a suite of techniques that help people work together in large-scale collaborative virtual environments (CVEs). The present paper describes the implementation and evaluation of three additional MGDs techniques (teleporting, awareness and multiple views) which, when combined, produced a 4 times increase in the amount that participants communicated in a CVE and also significantly increased the extent to which participants communicated over extended distances in the CVE. The MGDs were evaluated using an urban planning scenario using groups of either seven (teleporting + awareness) or eight (teleporting + awareness + multiple views) participants. The study has implications for CVE designers, because it provides quantitative and qualitative data about how teleporting, awareness and multiple views improve groupwork in CVEs. Categories and Subject Descriptors (according to ACM CCS): C.2.4 [Computer-Communication Networks]: Distributed Systems – Distributed applications; H.1.2 [Models and Principles]: User/Machine Systems – Human factors; Software psychology; H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems – Artificial, augmented and virtual realities; H.5.3 [Information Interfaces and Presentation]: Group and Organization Interfaces – Collaborative computing; Computer-supported cooperative work; Synchronous interaction; I.3.7[Computer Graphics]: Three Dimensional Graphics and Realism – Virtual Realit

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
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